About
Ilkham Tyumenev
I am a Technical Game Designer focused on small systemic games, rapid prototypes and hands-on implementation. Godot is my preferred environment for compact R&D work; I also work in Unity when the production requires it. I move between design, scripting, balance, UI, game feel and tools depending on what makes the game better.
What I do
Gameplay systems
Mechanics, interactions, progression, balance and game feel.
In-engine implementation
Prototypes, feature assembly, scripting, UI, shaders, VFX and iteration.
Production tools
Editor tools, authoring workflows, data automation and design-engineering communication.
How I work
I prototype in the engine, test a mechanic through a playable result and make the trade-offs needed to move work through production.
I can hand off a clear implementation plan to engineering or bring an appropriate scope to life myself. Documentation and tooling follow the team’s need, not a fixed ritual.
Experience
Jul 2025—presentG5 GamesTechnical Game Designer · Full-time · Worked across seven NDA casual projects from early concepts through production, with several reaching release. Owned gameplay prototyping, design documentation, task breakdown, UI/UX iteration, configuration, testing and internal tools.
Aug 2024—Jun 2025AM · Yandex.Games IndieTechnical / Lead Game Designer · Full-time · Main designer in a four-person indie team, taking web games from concept to release across multiplayer systems, level design, visual direction and content production.
Sep 2024—Feb 2025PlaykotTechnical Game Designer · Part-time · Built Python and Google Apps Script workflows for XML/JSON preparation and transfer from Google Sheets, replacing repetitive production work with repeatable tools.
May 2023—Oct 2024SEVER GamesTechnical Game Designer · Full-time · Worked on content-heavy survival/management production: encounters, modular NPC behaviour, Unity authoring tools, shaders, VFX and the workflows used to maintain complex content.
Apr 2022—May 2023SGDevGame Designer · Full-time · Worked on 20+ hypercasual and hybrid-casual prototypes across racing, puzzles, action, shooters, strategy, merge and simulation, often moving from concept to playable build in one to two weeks.
2021—2022Dats GamesGame Designer · Mobile R&D and gameplay production across short-cycle prototypes and released titles.